Case: |
GloAim is a software house in Pakistan; they developed a video game (Glodoll) for kids in 2001. The prototype of the game was developed and tested in various play stations in Pakistan. At the testing stage, it had been seen that the video game had the longest "play value". The product was introduced in the market; after only six months, GloAim sold 30 million copies of the video game. Soon after such a huge response, sales were almost completely stopped. However, they made sales of $50 millions.
The product life cycle of the video game was not long as basic products have typical long product life cycle. GloAim developed and tested the prototype during the product development stage, but they sidestepped the introduction stage. As it is mentioned above there were rapid sales, and the video game quickly approached the growth stage. Here again, they skipped the maturity stage and directly went into the decline stage.
Discussion Question:
GloAim's video game (Glodoll) did not follow the traditional product life cycle. Do you think products can be successful if they do not follow the typical product life cycle? |
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